Feng Shui/Nexus for use with Legend of the Five Rings.

Basic Rules

Rings/Traits

Rings and Traits are still ranked between 1 and 5, with 2 being the human average. Each ring and trat will also have a value associated with it. The value of a trait is equal to the rank of the trait + 3. 5x the new rank must be spent to raise a trait.

Rank 1 2 3 4 5
Value 4 5 6 7 8

Void Ring

The Void ring provides 2 kinds of fortune dice. Destiny dice will increase the chances of succeeding in an action by giving you a fortune die to spend on skill rolls. The other is a Kharma die, which you can spend to provide a helpful person, place or thing. . (Example: Bayushi Sugai is on the top floor of a burning castle. He could use a Destiny die to aid him in jumping the 50' gap to land in the castle moat, or he could spend a Kharma die to have a wagon full of hay just happen to be sitting around below the window.). Void points are recovered by making a void + meditation roll with a TN of 10, or by a good nights sleep.

Skills

Skills are also ranked between 1 and 5. The value of a skill is equal to twice the skill rank. Because skills are a bit more important in this system, the XP cost of raising skills is increasingly higher. To raise a skill from one rank to the next, the 2x the new rank in XP must be spent. You may spend this XP in two steps, the first gives you 1/2 a rank which increases your value, but not the rank.

Rank 1 2 3 4 5
Value 2 4 6 8 10

Action Value

The Action Value (AV) for a task is equal to the value of the trait plus the value of the skill. (For example Agasha Shuyun is trying to hit a target with his archery skill (Rank 2, Value 4) and the reflexes trait (Rank 3, Value 6). By adding the values he find he has an AV of 10.)

Dice Rolls.

The system uses 2 six-sided dice. These must be of different colors. Before rolling, one is chosen as a positive die, while the other becomes the negative die. Both are rolled, and the negative die is subtracted from the positive. The result is the read as your die roll. If either die is a 6, it is re-rolled and added to the original 6. If a 6 comes up a second time, continue re-rolling until a non-6 comes up. The total is read as the die. (Toku rolls to hit the Oni, he rolls a +4 and -6. He re-rolls the 6 and gets a 5. He then has a +4 and -11 resulting in a result of -7.)

One other subject must be broached here and that is the boxcars (a six on each die) result. If boxcars are rolled, then the action will be an extraordinary result. Both dice are re-rolled and calculated as normal. If the task then succeeds, it succeeds in a spectacular fashion, if it fails, then the failure is miserable.

Task Resolution

To resolve a task add an appropriate Action Value to a Die roll and compare the total to the Task Number set by the GM. The GM may ask you to modify your Action Value or may modify the Task Number as appropriate to the situation.

Description L5R TN Target Number
Mundane55
Easy108
Average1511
Hard2014
Very Hard2517
Heroic3020
Never Been Done Before2324
Never Be Done Again2827

Raises

The GM and player may voluntarily raise the TN to get a better result. A Raise can have many effects. A Raise increases the difficulty number by 3.

Fortune Dice.

You may spend fortune dice to increase your chances of succeeding in an action. When rolling add an extra die as a positive die. 6's are rerolled as normal. Fortune dice may be added after the first roll is made. Only one fortune die can be added to a roll at a time.

Contests

When a contest is declared, The defender of the contest multiplies the ranks of the appropriate Ring/Skill by 2, and is used as a Target Number for the initiator. The initiator of the contest does the same and makes a roll. If the initiator succeeds, he wins the contest.

Some contests have both participants as active members. In that case each player rolls as above. If only one succeeds, that person wins. If both succeed, the player who raised the most times wins. If neither succeed or both succeed with the same number of raises, the contest is indecisive.

Defense

Each character has an Passive dodge value equal to his Reflexes Value + Defense Skill Value. Each character may spend a shot in reaction to a single attack to increase his dodge value by 3. A character may dodge any number of attacks by spending 3 shots. To hit someone you must match their dodge with a Agility+Weapon AV roll.

Hit points.

Each character has a damage track as follows: 0,0,0,-2,-4,-6,-8,-10,death. Each character has a number of hit point on each track equal to his Earth value. Character is unconscious when his penalty exceeds his Earth value.

Damage Rating.

Weapons have a damage rating which is the amount of damage done on a successful hit.

Weapon
Rating Weapon Rating
No-Dachi (long) STR+10 Dai-Kyu 14
Katana STR+8 Yumi 14
Wakizashi STR+6 Ya -
Tanto/Aiguchi STR+4 Armor Piercer 12, ignore armor for toughness
Tessen STR+2 Watsuki 18 Double armor bonus for toughness
Die Tsuchi (long) STR+6 Karimata 10 Fork arrow
Nage-yari (long) STR+6 Humming Bulb 8 Humming Arrow
Nagamaki (long) STR+9 Bo (defender) STR+6
Naginata (long) STR+10 Jitte STR+3 Free Raise for Disarm
Ono (long) STR+10 Jo STR+2
Sasumata (long) STR+2 Kama STR+6
Sodegarmi (long) STR Nunchaku STR+6
Tetsubo STR+6 Sai STR+3 Free Raise for disarm, Free Raise for Weapon breakage
Yari (long) STR+9 Tonfa (defender) STR+4
Long Weapons gain a +1AV when attacking an opponent with a non-long (short) weapon.
Defender Weapons grant the bearer a +1 Dodge.

Armor

Armor affects the amount of damage taken by a wearer when hit. Medium and Heavy armor also reduce the defenders Reflexes and Agility, thus making it harder for them to hit, and easier to be hit.

Damage

Damage is dealt to a character on a successful hit. The total damage done is equal to the outcome of the to-hit roll plus the Damage rating of the weapon. The character being hit subtracts his Earth score (being sure to add his Earth armor bonus if any) and takes that much damage.

Initiative

Initiative is rolled as 1d6+reflexes. See shot chart for action costs.

Iajutsu Duel

Base TN is 5, each raise is 3.

Special Abilities:

Large. Gains +1 damage
Quick. Gains a special +2 bonus for Initiative.
Strength of the Earth. Ignores 1 level of penalty.
Brash. Must do an honor contest against a target number of 8.

Hida Bushi

Rank 1
Character gains bonus based on Earth Rank. May reduce Ref/Agi penalties due to armor by one level.
Armor TypeEarth BonusAgility/Reflexes Penalty
Light<+2>-
Medium<+4>-1
Heavy<+6>-2
Earth RankTo-Hit adjDamage Adj
1-2-+1
3-4+1-
5+1+1

Rank 2
Once per day, may make a Earth Contest vrs 8 to ignore damage from a single hit.

Kakita Bushi
Rank 1
May use Iajutsu in place of Kenjutsu. Gains Bonus for Iajutsu rank.
Iajutsu LevelIniative Bonus
1-2Always goes first in shot
3-4+1 to iniative
xr5+2 to iniative
Kakita Bushi: Rank 2. In an Iajutsu duel, may raise by any amount, not just 2. Mirumoto Bushi: Rank 1. Gains +2 dodge when using Daisho Mirumoto bushi: Rank 2. When attacking with Daisho, may do damage of each weapon to opponent. Opponent gains toughness against each. Outcome is only added once. Akodo Bushi: Rank 1. Gains Free raise when attacking. Akodo bushi: Rank 2. Gains a bonus based on his Honor. Honor Rank To-Hit adj Damage Adj 1-2 +1 3-4 +1 5 +1 +1 Shiba Bushi: Rank 1. May spend maximum destiny dice on a single action. Gains bonus for Void rank. Void Rank To-Hit adj Damage Adj 1-2 +1 3-4 +1 5 +1 +1 Shiba Bushi: Rank 2. May spend a destiny Die to Increase or decrease the TN of a spell targeting him by 3. Bayushi bushi: Rank 1. Gains +2 to initiative roll. Bayushi Bushi Rank 2. As an action, the Bushi makes a Reflexes contest vrs his opponents reflexes. If successful, the next action may be a strike against the same opponent with a TN of 5. Shinjo Bushi: Rank 1. When on Horseback may add to his roll Horsemanship Rank Skill bonus 1-2 Ignore Horse penalties 3-4 Ignore Galloping penalties, +1 5 +2 Shinjo Bushi: Rank 2. Bushi may add his Kenjutsu score to his dodge when active parrying.
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